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Sailing into uncharted waters the impact of new media use on education

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University of Hong Kong 24 June 2003 Peter Olaf Looms. The Impact of Out-of-School ... Doni e danni della rete. Napoli 16-17 November. ... – PowerPoint PPT presentation

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Title: Sailing into uncharted waters the impact of new media use on education


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The Impact of Out-of-School IT and Media Use on
ICT in Education
  • Peter Olaf Looms

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Before we start a quick poll
  • Which of the following do you
    currently have access to at home?

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10 years ago
  • Which of the following did you have
    access to at home in June 1993?

games console
mobile phone
PC with Internet
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Purpose of quiz
  • The figures give you a sense of
  • the speed or slowness with which change is
    happening
  • Whether a given device has (or will) become
    ubiquitous

games console
mobile phone
PC with Internet
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Inputs from Hong Kong
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South China Morning Post August 2002
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South China Morning Post 21 June 2003
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HKISPA launch content rating
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Who I am and what I do
  • Full-time consultant at public service
    broadcaster DR - to inform, educate and
    entertain
  • Strategy, market and technology, mainly digital
    TV and broadband
  • Teach postgrad courses in format development and
  • strategic issues related
  • to digital content
  • the IT-University Copenhagen
  • the University of Hong Kong

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Three questions
  • What do we know about out-of-school
    media use by our current and future students?
  • What impact does this have on the cognitive and
    affective development of our students?
  • What are the implications of out-of-school
    media use for educational policy and practice?

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  • What do we know about out-of-school media use
    by our current and future students?

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What do we mean by media?
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  • Watching a physically passive style of media
    consumption covering television and time-shifted
    viewing, VHS and DVD, Pay Per View and Video On
    Demand
  • Playing a more active type of media generally
    bought in units rather than subscriptions and
    including console games and recorded music
  • Connecting usage involving peer-to-peer or
    peer-to-group communication and information
    covering SMS, MMS, e-mail, the Web and services
    such as ICQ and MSN Messenger on the Web, mobile
    devices and digital television
  • How many hours did you spend on these three last
    week?

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What do we spend time and money on?
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Source Henley Centre, SIS Briefings 50, July
2002, EBU Geneva Switzerland
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When do watch, play and connect?
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What about kids? Are they different?
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What about kids? Are they different?
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Source Drotner (2001) Figures for Danish children
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Research from May 2003
  • Risk behaviour among 9-16 year olds in Denmark,
    Finland, Iceland, Norway, Sweden...
  • ...and Ireland

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Kids and adolescents use the Net for many things
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  • The Net generation sub-culture -
  • A first attempt to understand it comments
  • Kids by and large have their own Net culture
  • The Net is the current toy and medium for
    experiences, entertainment, communication and
    network building in Denmark coupled with the
    mobile phone
  • The transition from childhood to adulthood
    involving experimentation, breaking new ground
    and breaking taboos currently takes place
    primarily on the Net
  • The home, school and out-of-school clubs have
    become transparent areas where adults observe and
    engage in dialogue with children on equal terms

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The Net generation sub-culture -A first attempt
to understand it
  • Kids by and large have their own Net culture
  • The Net is the current toy and medium for gaining
    experience, entertainment, communication and
    network building in Denmark coupled
    with the mobile phone
  • The transition from childhood to adulthood
    involving experimentation, breaking new ground
    and challenging taboos currently takes place
    primarily on the Net
  • The home, school and out-of-school clubs have
    become transparent areas where adults observe and
    engage in dialogue with children on equal terms

comments
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The Future of the Protection of Minors -
Attitudes and Possible Action
  • 4 components
  • Protect minors from media
  • Satisfy kids need for quality media
  • Participate in kids activities using media
  • Bring children up to relate to media

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Who help the Net generation?
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Facilitators of learning
  • Kids most frequently learn about the Net from
  • Peers - friends, schoolmates (53)
  • Parents (38)
  • Trial and error (34)
  • Their teachers (23)
  • Older siblings (21)
  • Websites (8)
  • Libraries (7)
  • Chat pal (7)
  • Magazines (5)

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The Future of the Protection of Mniors -
attitudes and action
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  • 4 Perspectives
  • Protect minors from media
  • Satisfy kids need for quality media
  • Participate in kids activities using media
  • Bring children up to relate to media

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The Future of the Protection of Mniors -
attitudes and action
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  • 4 Perspectives
  • Protect minors from media
  • Satisfy kids need for quality media
  • Participate in kids activities using media
  • Bring children up to relate to media

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Current media use - conclusions
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  • Information and Communication Technologies now
    widely available
  • Children and adolescents heavy users of a wide
    range of ICT and traditional media out of school
  • ICT use in school outshadowed by what goes on
    outside (quantitatively, in some respects
    qualitatively)
  • This has all taken place in less than a decade
  • Narrative appeal of television and electronic
    games at the expense of the book

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  • What impact does this have on the cognitive and
    affective development of our students?

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A good research summary...
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Motivation and learning
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Emotions and learning
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The software induces conditions within the
players which encourage them to continue their
involvement with their role as game player.
Such conditions include satisfaction, desire,
anger, absorption, interest, excitement,
enjoyment, pride in achievement, and the
(dis)approbation of peers and of others. It is
in provoking and harnessing some of these
emotions and their consequences that games
software might benefit education. BECTA
2002
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What does research tell us? 1/3
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  • Egenfeldt-Nielsen and Heide Smith 2000 in their
    book and website update 2001
  • Review of 60 scientific studies published in
    English or European languages.
  • Unable to draw any general conclusions about
    negative social behaviour.
  • Neurophysiological studies suggest that dopamine
    releases have an impact on learning and games
    develop eye-hand coordination (Koepp, M.J. et al
    1998), (Kawashima 2001)

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What does research tell us? 2/3
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  • Nearly every study suffers from unclear
    definitions (of violence or aggression),
    ambiguous measurements (confusing aggressive play
    with aggressive behaviour) or using questionable
    measures of aggression, such as blasts of noise
    or self-reports of prior aggression) and
    overgeneralizations from the data
  • In reality, a game player chooses when and what
    to play, and enters into a different state of
    mind than someone who is required to play on
    demand.
  • Goldstein 2000

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What does research tell us? 3/3
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  • Examples of Danish research in this field
    (published in English)
  • 3. Children's Use of the Internet. - Play,
    sociality and communication. Paper. Konference
    Minori in Internet. Doni e danni della rete.
    Napoli 16-17 November.
  • 8. Sørensen, Birgitte Holm 2000 Chat and
    Identity - Playing with the Forms of Chat. Paper.
    Forum of Youth and Media Research, Sydney 26-29
    November
  • 9. Sørensen, Birgitte Holm Jessen, Carsten
    2000 It isn't real - Children, Computer Games,
    Violence and Reality. In Cecilia von Feilitzen
    Ulla Carlsson (ed.) Children in the New Media
    Landscape. Yearbook 2000. The UNESCO
    International Clearinghouse on Children and
    Violence on the Screen
  • 18.Olesen, Birgitte R. Sørensen, Birgitte Holm
    1999 Play Learn - but do they learn anything?
    Tell Call. Zeitschrift für Technologie-unterstüt
    zten Unterricht 2. Wien

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  • Conclusion
  • Out-of-school media use has a variety of learning
    outcomes about we still know too little

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  • What are the implications of out-of-school media
    use for educational policy and practice?

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Media usage - continuous change
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Games - annual revenues 2002
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The Economist, Console Wars 20 June 2002
380 million USD
Keen, Ben (editor) 2002. Wireless, Interactive
TV and Online Gaming Market assessment and
forecasts. Screen Digest, London.
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Games - annual revenues 2006
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6,350 million USD
Keen, Ben (editor) 2002. Wireless, Interactive
TV and Online Gaming Market assessment and
forecasts. Screen Digest, London.
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Is interactivity on the increase?
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Ongena 2001
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  • Conclusions
  • Out-of-school media use has changed rapidly and
    will continue to evolve as digitalisation,
    convergence and IP lead to ubiquitous and
    persuasive computing (Wolf in Sheeps Clothing)
  • ICT in education policy would benefit from
    further studies of out-of-school media use both
    as a social phenomenon and for possible synergies
    between education and the outside world

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  • Conclusions
  • A realistic policy regarding protection of minors
    from offensive and violent content cannot be
    based on filtering and content rating alone.
  • Education and the teaching of ethics could well
    play a crucial, complementary role (if
    understood/accepted by government)
  • Parents still have responsibilities towards their
    children
  • Educational use of games and simulations should
    be aware of the external yardstick -
    professional, seductive productions from the
    entertainment industry

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Thank you!
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